nothing new to you im sure (and you likely have other methods to address this), but for folks who hate how e.g. 5% drop means you might get it on the first run, or it might take 100 runs, you can make the individual player's experience be closer to what the averages describe, instead of that only being true when you average the experience of a large number of players. blog.demofox.org/2020/03/01/us…
I never thought I’d be much of a stats person but here we are. This post is low on formalism though, so may the gods of formalism have mercy on my soul! This post includes the result of exper…
hybrid havoc
in reply to Ron Gilbert #FuckTrump • • •#Alt4You :
Code excerpt.
"barrel": [
{ loot="common" odds=0.10 }
{ item="gold", amount = @() { return random(0,5) }}
]
silverwizard
in reply to Ron Gilbert #FuckTrump • •demofox
in reply to Ron Gilbert #FuckTrump • • •blog.demofox.org/2020/03/01/us…
Using Low Discrepancy Sequences & Blue Noise in Loot Drop Tables for Games
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